/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef SC_GUARDAI_H
#define SC_GUARDAI_H

#define GENERIC_CREATURE_COOLDOWN 5000

struct guardAI : public ScriptedAI
{
public:
    explicit guardAI(Creature* pCreature);
    ~guardAI() { }

    uint32 GlobalCooldown;                                  //This variable acts like the global cooldown that players have (1.5 seconds)
    uint32 BuffTimer;                                       //This variable keeps track of buffs

    void Reset();

    void EnterCombat(Unit * /*who*/);

    void JustDied(Unit *Killer);

    void UpdateAI(const uint32 diff);

    //common used for guards in main cities
    void DoReplyToTextEmote(uint32 em);
};

struct guardAI_orgrimmar : public guardAI
{
    guardAI_orgrimmar(Creature *c) : guardAI(c) { }

    void ReceiveEmote(Player *player, uint32 text_emote);
};

struct guardAI_stormwind : public guardAI
{
    guardAI_stormwind(Creature *c) : guardAI(c) { }

    void ReceiveEmote(Player *player, uint32 text_emote);
};
#endif
